Atlus

Take Your HeartPersona 5, one of the most anticipated games of the year, has finally hit Japanese shelves as well as the PlayStation Network. We were blessed with the opportunity to obtain the Persona 5 20th Anniversary Edition which i...

Aug 22 //
Christian Chiok[embed]35211:5799:0[/embed]
The King of Fighters XIV (PlayStation 4)Developer: SNKPublisher: Atlus USAReleased: August 23, 2016 (US), August 26, 2016 (EU), August 25, 2016 (JP)MSRP: $59.99
Regardless, I decided to be open-minded and not completely trash the game, so I was still looking forward to it, but with less excitement compared to XII, however. I definitely made the right decision of still giving the game the chance since as the months went by, and as information came in, the game was shaping up to be good, and definitely a lot more robust than one of its competitors when it came to content.
King of Fighters XIV marks the beginning of a new canonical saga for the series. Compared to previous entries, I don’t think the story is that exciting this time around since the story is more streamlined compared to other King of Fighters. The story revolves around a billionaire known as Antonov, who claimed to be the “first champion” of the KOF tournament and bought out all of the rights for the KOF Tournament. His announcement of a new KOF Tournament created unprecedented enthusiasm around the world. From there, this excitement reached many of the veteran participants of the legendary tournament directly in the form of an official invitation.
After finishing up Story Mode, which should be fairly quick, there are other modes you can try out like Versus Mode, Training, Online, Mission and Tutorial. Naturally, Versus Mode is just like previous King of Fighters where it gives you the option to do both Single and Team VS matches. After selecting your character, you got a handful of handicaps you can choose from, such as 50% health, 75% health, an extra bar of power gauge and lastly your power gauge completely filled. After that, you choose your stage and the rest is history.
Practice Mode offers a variety of options that will help you on your training such as changing the position of you and your opponent, change whether they are standing, crouching, jumping, as well as have the AI completely take over. You can also set up so the training dummy guards, counters and recovers. All of this is definitely good if you want to have great training sessions. Additionally, there’s also Tutorial Mode which shows you the ropes. It helps if you’re new to the series or fighting games in general.
Mission Mode consists of Trial, Time Attack, and Survival. In Trial, you will attempt a set of challenges for each character. They usually consist of pulling off combos. Time Attack and Survival both are self-explanatory. I personally liked playing through Trial since it helped me out practice some combos for some of the characters that I used.
Now to address the elephant in the room—Online mode. The previous game, King of Fighters XIII, was known for its awful netcode on consoles. While the Steam version heavily improved this, it still wasn’t perfect. It’s really noticeable that they actually worked hard to improve the netcode in this game. I played around 10 matches or so without any lag—I had a smooth experience all around. Additionally, the game offers some features that make the online better as well.
Ranked Match takes you straight into a 3-Man Team Battle, which affects your rank depending whether you win or lose. For advanced players, it gives you the option to play 10 battles and depending in your wins, it sets you into a Rank much faster. Free Match is most robust as it gives you more modes to play such as Team VS, Single VS and Party VS. The first two work just as if you were playing offline with another player in the same room. What I really love is the addition of Party VS, which lets six players instead in a 3-on-3 fight. If you got a group of friends, it’s definitely a lot of fun.
Room settings are the same as any fighting game in general, such as making the room public or private, the number of players, the round time, and the number of rounds. Inside a room, you’re allowed to play multiple set ups, such as Tourney, Elimination and Series. Tourney removes the losing player after the fight, Elimination removes the winning player after the fight while Series allows you to face the same opponent continuously.
There’s also Online Training, which allows you to train with a friend online. This is definitely helpful for those who lack a training partner outside of the Internet. Naturally, there’s also Online Replay, which you can view all the replays submitted by players, whether it’s Team VS or Single VS matches. Spectators can join to watch the match up with an integrated voice and text chat. Additionally, a "Crowd SE" option is available for spectators, which allows them to root, applaud, and boo the match current players.There's also a Live feature, but that's just a shortcut to game's Live from PlayStation menu.
While the game resembles the Maximum Impact series graphically, it still remains on a strictly two-dimensional plane and keeps the same basic mechanics as its predecessors. New features have been added such as a new Max mode system, allowing players to access the EX moves, which can be activated by using one bar of the power gauge. Additionally, using three bars of the power gauge can allow players to unleash Climax supers.
With the game catering to newcomers as well, the added a feature called Rush Mode, which is similar to games like Dengeki Bunko and Persona 4 Arena. Just like those games, it can be activated by repeatedly hitting the light punch button, however, will do lower damage compared to normal combo attacks. While I’m certainly not a fan of these types of things, it doesn’t really hurt the game either.
Overall, I am definitely pleased with King of Fighters XIV. While the story was kind of bland compared to the previous games, and the graphics are a bit disappointing, it still offers a great experience that both King of Fighters fans and fighting game fans can appreciate. There’s just so much content from the get-go, like a game should, that can keep you occupied for a while. It definitely makes up for the game's flaws. You can bet I'll be playing this for months.

Burn To FightSince I’ve been writing for Japanator for almost a year now, some of you may already know I’m a big King of Fighters fan and it’s one of the first series I ever played as a child. Even since then I haven&rsq...

Time for some relief, European otaku: You'll get Persona 5 - and more - in your neck of the woods. Atlus and Sega have found a new partner for European publishing.
The agreement comes in the wake of NIS America cutting i...

Jun 22 //
Nick Valdez[embed]35079:5680:0[/embed]
Tokyo Mirage Sessions #FE (Wii U (reviewed))Developer: AtlusPublisher: NintendoReleased: December 26, 2015 (JP), June 24, 2016 (NA and EU)MSRP: $59.99
When shadow monsters known as Mirages invade Tokyo in search of Performa (which is the energy created from singing and acting performances), childhood friends Itsuki and Tsubasa get suddenly thrown into the battle as it changes their lives forever. Uniting their skills with ghosts of characters from the Fire Emblem series (like Chrom and Caeda), the two strive to become pop idols in order to strengthen their bonds with their new friends from Fortuna Entertainment (which is secretly full of other Mirage Masters) and help prevent the world from plunging into darkness. Told entirely through the Japanese VA track, TMS has personality to spare. But those who do not understand the language will miss some of the personality TMS is so proud of. It's not a huge issue, but the characters are always talking to one another during battles and 50 hours in you'll definitely wonder what they're saying.
Complimenting that strong personality are Tokyo Mirage Sessions' equally strong visuals. From the opening title screen to the final battle, it is bursting at the seams with color. The UI is clean and bright (the main menu is graced by a gorgeous spread of all the characters), the character design is typical Atlus fare marrying cuteness with style (enough so that you'll most likely have a favorite cast member), when you clear certain side stories or story chapters the player is rewarded with full cutscene performances animated with the Fire Emblem engine, and there is an overall attention to clean design. Only the battle menu and HUD feel cluttered, but that also alleviates over time the more you play it. The game's design serves to emphasize accessibility, so the over world and dungeons have checkpoints which make it easier to travel back to the home base to craft your weapons and skills and the like. Thanks to the lack of egregious load times, there is no hefty punishment for retreating from a dungeon from time to time which further encourages the player to do so.
Helping with this clean design is Tokyo Mirage Sessions' utilization of the Wii U's gamepad. Acting as Itsuki's cell phone, the gamepad occasionally receives text messages, or "topics," which keep you up to date on the character's reactions to the story (which can be a bit banal, but further build the world's personality), tells you when side missions become available (which are avoidable but help boost a character's stats and skill set), and also serves as the dungeon map. Crawling through the game's laborious dungeons is much easier since you don't have to cut away from the game in order to pull up your map. And when the story forces you to retread through many of its dungeons later in the game, you'll be glad traversal is easy. The dungeons themselves are heavily padded with frustrating "puzzles" which force you to backtrack and do not inspire cleverness. Rather than celebrate when you finally get to the dungeon boss, it's more of a sigh and "finally."
But the major draw of Tokyo Mirage Sessions, is the battle system. This is definitely where all the time and effort was placed. While there is no permadeath from the Fire Emblem series (though the punishment for a game over is having to reload your save), its weapon triangle (a rock, paper, scissors like system where certain weapons deal more damage to others) unites with Shin Megami Tensei's elemental weaknesses (a la Persona or Pokemon) into an obtuse system that takes some time to get used to. But it's a rewarding battle system to learn as there are plenty of options to do damage. Couple that with TMS's Sessions, which are secondary attacks that chain when you hit an enemy's weakness and earn you bonuses, Special Perfomances, which are super skills that deal more damage, Ad-lib Performances, which randomly take effect when you activate a character's skill, and by the end of the game the player can theoretically attack an enemy 19 or 20 times in a single turn. Unfortunately while these attacks are satisfying and stylish the first couple of times you pull them off, eventually the battles will start to feel like they are dragging on rather than engaging.
For example, to compensate for how strong the player can become when they utilize sessions, enemy weakness, weapon crafting, and character switching (which allows you switch your teammate on the fly in exchange for taking their next turn a bit later), TMS suddenly ramps up its difficulty midway through. Enemies suddenly become attack sponges and deal far more damage, so the player not only is forced back through dungeons they have already visited but they are forced to grind for experience in order to stay competitive. It artificially lengthens the game and eventually becomes frustrating since you won't likely be attached to the story enough to push on through. TMS' story just is not compelling enough to keep you entertained for its 40-50 hour length. Like its J-Pop soundtrack, the story is fun but inconsequential until its final set of chapters. Anyone looking for the level of depth seen in both Fire Emblem and Shin Megami Tensei, will find it in its battle system and not much else.
Tokyo Mirage Sessions #FE is built with a very specific audience in mind. While its casual and accessible appearance may draw you in, only the truly hardcore RPG fans will dig deep enough into its battle system to fully enjoy everything the game has to offer. But on the other hand, if you do put in that work you are rewarded with a battle system full of so many options that no two people will have the same strategy.
It may be more of a game for Shin Megami Tensei fans than Fire Emblem ones as it's not a complete marriage of the two, but to bring it back to the Reeses analogy, if you like the taste of chocolate and peanut butter, then you will like them together. You just won't like it that much.
[This review is based on a copy of the game provided by the publisher.]

Like chocolate and peanut butterWhen Nintendo first announced a crossover project between their Fire Emblem series and Atlus' Shin Megami Tensei series, no one expected the final project to a videogame where pop idols transform into heroes in order to fight...

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I've always said that the games of Vanillaware feel like they came from an alternate history where 2D graphics continued to reign supreme instead of being supplanted by ever more realistic 3D tech. Now, with Odin Sphere Leift...

Jun 01 //
Josh Tolentino
Odin Sphere Leifthrasir (PS4 (reviewed), PS3, PS Vita)Developer: VanillawarePublisher: AtlusReleased: January 14, 2016 (JP), June 7, 2016 (NA), June 24, 2016 (EU)MSRP: $39.99 (PS Vita), $49.99 (PS3), $59.99 (PS4)
As cliche as the idea of an HD remaster is these days, it's worth pointing out that Odin Sphere Leifthrasir** goes further than the usual performance or resolution upgrades, at least on the PS4 version. Besides running at a consistent, smooth framerate (a far cry from the chugging boss battles of the PS2 original), Leifthrasir tweaks the artwork to look sharper at HD resolutions. And sharp it does look, bringing to mind just how revelatory the game looked back in 2007. Then, as then, Vanillaware seemed to be operating out of a weird alternate dimension, one where 2D graphics only got better and better instead of being supplanted by the 3D polygonal gold rush of the time. The update also adds more depth and breadth to Odin Sphere's various secondary mechanics.
The story, though, is unchanged, and remains the strongest aspect of the game. Set on Erion, a fantasy world inspired by Norse myth, Leifthrasir's plot begins simply enough. Gwendolyn, Valkyrie princess of the kingdom of Ragnanival, flies through the battlefield, attempting to retrieve a magical device called the Cauldron, in the hopes of offering it to her father, the Demon Lord Odin.
The tale quickly expands, though, growing to cover not only Gwendolyn's tale but that of four other major characters, each with their own hours-long campaign. Oswald is the Shadow Knight, a warrior bearing a cursed power and a crush on Gwendolyn. Velvet is a forest witch with ties to both Odin and Valentine, a kingdom Odin vanquished in the past. Cornelius was once a prince but is now a Pooka, a rabbit-like creature, and seeks a cure for his condition. Mercedes is the young queen of the Fairies, and wants to do right by her people, whatever the cost.
Though framed as a series of storybooks being read by an adorable little girl in her attic, the story is actually more operatic in scope. Characters' plotlines wrap around each other and intersect in places, and the protagonist of one campaign may be the boss battle of another. Each of the five campaigns - with a sixth unlocked at the end to ties it all together and a seventh reserved for true completionists - takes place in the limited perspective of their leads, and shines light on their respective motivations, personalities, and causes. There are few outright heroes and villains among the cast, but rather people working at cross purposes, sometimes to tragic results.
If nothing else, it's the densest narrative Vanillaware has wrought, and stands easily alongside the best JRPGs, a handy feat for what is otherwise a fairly simple 2D brawler. Though possessed of five substantially different combat styles in the form of each character, the game remains somewhat conventional, mechanically. Players will jump, move, attack, and slaughter mooks by the dozen as they move through various rooms and hoover up cash and loot. Enemies and bosses are plentiful, but don't quite carry enough variety to justify the bevy of additional spells and abilities added by the Leifthrasir update. The new skills are definitely fun to use and master, but never really feel necessary, at least not at the normal difficulty setting.
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Vanillaware also doubles down on its food fixation, expanding the game's alchemy and cooking systems to encompass a range of new ingredients and recipes. Smart players will quickly get acquainted with the world's various restaurants and Maury, the traveling Pooka chef. This is because eating delicious, exquisitely illustrated cartoon food is the only way to level up and increase one's maximum health pool. Gathering ingredients and growing additional items to mix into potions also allows for a wide range of beneficial effects.
Once again, the relative simplicity of combat doesn't quite make these systems feel as essential as they should be, but their expansion definitely takes the edge off the repetition, a feeling that grew more and more pronounced as one progressed through the original game. Some grinding and revisiting of previous areas to gather ingredients is still necessary, but there's enough to do now that it doesn't feel nearly as tedious as before. With that, Leifthrasir blunts one of Odin Sphere's biggest faults, though players not hooked by the combat may still feel the design is weighed down by that.
The interface, though also improved, also isn't quite up to the task of efficiently streamlining the expanded experience. Tabbed windows and shortcuts now make it easier to mix and level up potions, but players will still eventually find themselves pausing every so often to do some inventory management.
Still, these flaws are fairly minor in the face of how much Odin Sphere's quality is allowed to shine, thanks to the improvements added by Leifthrasir. It's enough to say that Odin Sphere Leifthrasir is the definitive edition of Vanillaware's best game, and elevates a great-but-flawed title to the classic status it originally deserved.
[This review is based on a digital copy of the game provided by the publisher.]
**It's pronounced "Leef-thrahs-eer", but don't look up what it means if you want to avoid spoilers.
*GrimGrimoire might have been first, depending on where you were in 2007.

Old Story, Good As NewVanillaware may have been making games for close to a decade now, but for my money, nothing they've made has quite surpassed their first game*, Odin Sphere.
Not to say that their other games are bad. On the contrary, as...

I've been trying to avoid all mention of Nintendo and Atlus' joint project Tokyo Mirage Sessions #FE, partly because I don't want to be tempted into picking up a Wii U. That said, the thing really does make an impressio...

It took the newest trailer for Persona 5 to make me break my self-imposed media blackout about the game. After all, I already knew I wanted the damn thing, so I didn't need any extra convincing. But I did watch it, and it was...

Also, a new voice for Igor!
It's time, folks! Or rather, it will be time...in a few short months. After months of silence last year's delay and weeks of drip-fed promotion culminating in a final countdown, Atlus has announced the Japanese release ...

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With Persona 3 The Movie #4: Winter of Rebirth getting ready to hit theaters in Japan next month, Atlus has revealed that they're teaming up with the Nippon Ski Resort Development to bring us not one but two Persona-them...

Nov 17 //
Salvador G Rodiles[embed]34498:5177:0[/embed]
Stella Glow (3DS)Developer: ImageepochPublisher: AtlusRelease Date: November 17, 2015MSRP: $49.99
Treading into familiar story grounds, Stella Glow focuses on a war caused by a god who was fed up with its people losing faith in it. During this calamity, a legendary hero called Elcrest teamed up with five witches to battle the omnipotent being in its lair, which happens to be the planet’s moon. However, our do-gooder sacrifices his life to save everyone. Afterward, the story focuses on the present as Alto and his childhood friend Lisette’s town is attacked by Hilda the Witch of Destruction, who used her song to crystalize everyone in the vicinity. After the two friends awaken to their own special abilities, they eventually became part of a neighboring kingdom’s elite soldier group called the Regnant Knights, so they could gather the other witches to perform a song that could put an end to Hilda’s curse. With Alto bearing the same powers as Elcrest, his journey will eventually show him the truth behind the events that happened in the past.
Throughout the game's first half, Stella Glow’s story doesn’t do much to pull people in. The whole introduction sequence and the quest to find the witches falls into a format that we’ve seen before in many RPGs and anime titles. Sure, we’ve had games like the Tales of series fall into this category, but the main thing that sets it apart is that the characters manage to make the adventure entertaining. Alto’s your typical nice guy and person who fights for justice, which prevents him from winning the audience over. Then Lisette is depicted as the sister-like figure that has a habit of turning everything she cooks into purple delicacies. For the most part, these moments aren’t terrible, but that they don't improve the opening segments too much— at least until the rest of the cast joins the group.
Even though the cast grows as you progress through the game’s world, their impact barely improves the main story. Speaking of other characters, the Regnant Knights include Klaus the seemingly perfect leader, Rusty the womanizing character, and Archibald the overly chivalrous knight. To an extent, their superior fighting experience helps keep things at an above average level while the players search for the other three witches. Despite the issues present with the way how the cast affects the plot, the title does its best to flesh out their personalities later on.
If there’s one thing that I value dearly in life, it’s that you don’t judge a book by its cover. Surprisingly, Stella Glow does a decent job in following this rule. As the players progress through the story, they will start to learn more about the supporting cast’s inner personalities and connections to the conflict at hand. Whether it involves a scenario with Hilda’s generals, the Harbingers, or a deep issue that plagues one the party members, there are still a few moments that manage to improve the ordeal a bit. Thankfully, things do get better during the second half of the game, which is thanks to a few unexpected twists.
Once Stella Glow hits this point, the journey ends up becoming a more meaningful experience. Aside from the typical cast improving a bit, the way how the situation pops in causes people to change their outlook on the state of the world during the first half, which is one of the few aspects that improved the story. From there, the plot's dark elements begin to intensify things more and the purpose behind Alto and the witch’s abilities start to become more relevant in the quest. However, since it takes about 15 to 20 game hours to reach this point, the payoff from this scenario isn’t as big as a tale that keeps the players fully invested from the get-go.
In terms of Stella Glow’s gameplay, it plays like your standard strategy RPG; however, the game’s special feature is the system that lets Alto use his powers to tune and conduct the witches that he encounters throughout his journey. With this system, players can explore the inner worlds of the characters they use this power on, which allow them to help the girls overcome their deepest doubts and issues— kind of like the Dive system from the Ar Tonelico series. Usually, this segment is used to recruit the magical girls at the end of their arc, but it’s also used to improve their abilities when you hit a wall while players socialize with them. The other special mechanic is Alto's ability to use a special dagger to cause the witches to perform a song that affects the entire map. These skills can range from fully healing your party or prevent all enemies from being able to attack your units. All in all, these skills are one of the many features that make the title’s battle interesting, since each spell comes with a unique song. On top of that, it acts as a neat ability that can turn the tables on almost any encounter.
Despite Alto’s Tuning and Conducting abilities being useful, it doesn’t fix the minor issues with the game’s maps. Based on my experience with tactical RPGs that lack mechanics to grants your units movement-related buffs, most of these titles keep the stage at a medium size, so you can fight your opponents at a normal pace. Unfortunately, Stella Glow’s maps during the later parts of the campaign are unnecessarily huge to the point where it’ll take a while for players to reach their opponents— especially the stages where the terrain limits the party’s steps. If you look at games like the Disgaea series and Chroma Squad, they both utilize systems that let players use their units to throw their allies across the field, which helps speed up the pace of each fight. While the Wind Witch Popo has a song that can help people move farther, this skill can only be used when one manages to increase the song gauge to a certain level. Since the bar only goes up when units damage their enemies, it doesn’t help too much in battle.
If there’s one cool thing about Stella Glow’s combat, it’s that the players are treated to flashy animations when they attack their opponents. In a way, the dynamic sequences behind each attack give the game a nice Super Robot Wars vibe. For those who like to gain extra rewards, many missions contain extra objectives that can grant players exclusive items for challenging themselves in battle. The benefits of doing these special tasks felt mostly rewarding, as I found a majority of the spoils to be useful in the stage to follow. Since the game lets players save during battles, players won’t have to worry too much about restarting; therefore relieving the pain of accomplishing these challenges.
When you’re not in the middle of a big mission, the game contains a few segments where you’re given the free time to do jobs around the kingdom, or spend time with your party members. Just like Persona 4, the benefits of interacting with your allies is that they gain better abilities their bond with the hero becomes stronger. On top of that, players are allowed to choose an epilogue scene of one of the characters that they spent lots of time with. This system is open to the entire cast, which is a neat option that adds a nice extra layer to the title’s ending. If the players hang out with a certain character, then they could change the way how the main story ends as well. Best of all, this can be accomplished during the first playthrough. Most importantly, you also have the option to date any of the witches with this system. While it’s impossible for people to fully bond with every character, the game’s new game plus option increases the free time limit; thus acting as a great extra for people who like to learn more about the game’s cast. Since it lets players learn more about the party members they’re interested in, this acts as a decent diversion from the game’s underwhelming first half.
For a title that was made by a company that went bankrupt, I’d have to say that Imageepoch did a fine job with making sure that it looked nice on the 3DS. The characters during the mission segments are depicted as 3D chibi models, which remind me of the Nendoroid figures. Combined with the game’s simplistic colorful look, its style works great with the overall presentation. Also, it’s hard to go wrong with design choices that make the heroes and villains look cute in battle. In regards to the character illustrations, one of Ideolo’s strengths in his art was the artist’s costume designs for the cast. Each witch wears an outfit that represents their element and hometown (such as Mordimort wearing a dress that gives off a Middle East vibe or Sakuya’s fiery kimono). All in all, the illustrator’s pieces went well with the theme and setting that Stella Glow presents to its audience.
Another thing that Stella Glow excels well at is its soundtrack. While a majority of the game's orchestrated tunes are decent, the witches’ songs are on a whole different level from the rest of the music. In total, there are around twenty different vocal tracks, with half of them being full songs. Some of my favorites include Sakuya’s theme, which has a few segments that feel like the Hatsune Miku song, “Senbonzakura,” by Kurousa P. The nice part of about these moments is that Atlus left the Japanese voices intact for these parts. Overall, Yui Sakakibara (the Super Robot War series’ Leona, Chaos;Head’s Ayase) did a great job in turning the Fire Witch’s tune into a hot performance. Other than that, Yukari Tamura’s (the Nanoha series’ Nanoha, KILL la KILL’s Rui) musical performance was another strong part, as she turned the battlefield into a soothing environment.
As for the game’s English voice cast, the majority of them weren’t too bad. The people behind the witches manage to choose the right tone to bring out their personality (such as Mortimort talking like she’s lazy and unmotivated). Then the male party members all had decent to fine performances. All in all, the whole group was enjoyable and they even manage to nail the scenes during the free time segments as well, which gave players another incentive to spend time with them. Of course, this was thanks to Atlus' great localization, as the writing helped elevate the performance of the voice acting team.
During Imageepoch's last moments, the studio managed to end things on a decent note. Stella Glow may’ve been held back by its weak first half and slight battle-related hindrances, but the team was able to complete an above average product with an enjoyable cast. I guess we also have SEGA to thank since they made this dream possible for them. Perhaps if the team didn’t face the terrible predicament that they did, we might’ve ended up with a more enjoyable title. On the bright side, their final game wasn't the second coming of Time and Eternity, which shows that they did their best to complete this project. Of course, their final Swan Song left us with some catchy songs that'll remain in our heads for a good while.
[This review is based on a digital retail copy of the game provided by the publisher.]
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Ever since I hopped on the Etrian Odyssey bandwagon, Persona Q's been on my radar for quite some time. Anyway, Atlus has uploaded a couple trailers that cover the game's Fusion System, along with showing off Marie, Elizabeth...

The wait is almost over, as the Persona 4 Arena Ultimax is set to hit English-speaking shores in just under a week. That means Atlus has one last chance to rev up the hype machine for the sequel to one of the more surpr...

Anthony RedgraveI'm very interested going forward reading the Vertical Bakemonogatari light novels having seen the anime first i.e. the reverse of what I did with Kizumonogatari. Would I think the novels are too bland without the superb animation/ direction of the anime?Anthony RedgraveKizumonogatari films 1+2 are technically marvellous and brilliant adaptation of the highlights from the source material. Despite the Monogatari origins it is not beginner friendly. A lot of Monogatari staples are omitted/muted and has more horror elementsGarage HeroGarage Hero is an independent movie group based in Tokyo, Japan that specializes in (but not limited to) the Tokusatsu genre of Japanese Cinema. Follow us on Twitter (@garagepro7) and Facebook!albasIt seems like Qpost isn't as well integrated as it is in dtoid. Shame this place isn't more active but I still love all of you. DeScruff SypranHello I guess I'm new. I came in because of the Va-11 Hall-A stream last night.
When I get back home I'll explore this site a bit!animenekogirlHi I'm new and well I love anime...kevinperdueSometimes it just hard waiting for the pre-order. You know? But then there is other anime :).Red VeronHey, readers! I love you<3Rin HarukaOh my gosh i just finished clannad after story for the second time and i need at least 5 more tissue boxes sniff sniff Hiroko YamamurahikevinperdueYeah! I ordered three things all at different times and they all came in at the same time. Thanks name withheld ordering company!Salvador G RodilesSince my condition hasn't improved that much from yesterday, my Jtor Live segment won't be happening tonight. If anything, it should be back this Saturday.Salvador G RodilesSince I'm feeling under the weather right now (curse you, spring season), this week's Jtor Live shall be pushed to Sunday.Anthony RedgraveHearts over Hanekawa! <3Salvador G RodilesAs a heads-up, this week's Jtor Live is being pushed back to Sunday. Anthony RedgraveSomeone's got a new desktop background :DAnthony RedgraveI don't know what this is, but it's tres Adorbs!OverlordZettaI am choosing to believe Umaru randomly decided to make this reference and no one can stop me.Anthony RedgraveJust going to leave this hereAnthony Redgrave"In the name of the moon I will punish you!" with a posed look